Posts for MUGG


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Questions I had before this submission. (Have not read submission text) 1. Palace Skip, the first battle, why is it necessary? Can you not bring an item and throw it? I guess you cannot throw items in this game? 2. Shadow Queest phase 1 raises her DEF. Is that scripted or why did you not manipulate it to not happen?
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grassini wrote:
hummm,i believe the minigames will go for real time,so you won't be able to pause trick much,right?
Someone on Youtube made a similar comment. But I don't get it. Do you really think story mode TAS will have minigames with 3 minute pausing? If you haven't realized it by now, story mode TAS will not have any minigames at all (if all goes well anyway), except for Frightmare. So all is fine. :) Piece Out minigame seems pretty tough to manipulate. Not sure I will do it. Later Skater probably requires me to look at speed addresses, and I have no clue how to set up cheat engine and lua.
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Triple Jump 186.31ft Manic Mallets 999 I'm researching some more minigames before TASing them. Piece Out: - When picking up a piece, there is a timer running from 100 to 0, decrementing every 1~3 frames (I don't know why it varies). When placing a piece, you are rewarded the remaining time as points. - After filling the whole 5x7 field, you are rewarded points depending on how many pieces of the same color you placed. It doesn't matter if they are adjacent. 1 = 100 points 2 = 200 points 3 = 300 points 4 = 400 points 5 = 500 points 6 = 600 points 7 = 700 points 8 = 800 points 9 = 900 points 10 = 1000 points 11 = 1100 points 12 = 1200 points 13 = 1300 points 14 = 1400 points 15 = 1500 points 16 = 1600 points 17 = 1700 points 18 = 6942 points <-- at this point there are only 17 free spaces, so you can only get one big bonus per filled field. 19 = 7328 points 20 = 7714 points 21 = 8100 points 22 = 8485 points 23 = 8871 points 24 = 9257 points 25 = 9642 points 26 = 10028 points 27 = 10414 points 28 = 10800 points 29 = 11185 points 30 = 11571 points 31 = 11957 points 32 = 12342 points 33 = 12728 points 34 = 13114 points 35 = 13500 points - You can luck-manipulate upcoming pieces by pausing. -> The game first decides on a shape, and then on a color. You can pause between this decision-making in order to manipulate pieces. -> The minigame will sometimes attempt to avoid colors if they have been given too much. So if you have 4 or 5 pieces on the conveyor belt of the same color, the next piece will not be the same color, sometimes, regardless what you do. <-- not confirmed. -> Also, the minigame has rules on how many pieces of the same kind can roll on the conveyor belt successively. So for example, you can not get more than 3 1x1 pieces in a row. Panic Pinball: Hit middle brick: 10pt Hit side brick: 20pt Hit Goomba from above: 50pt + start roulette Hit Goomba from below: 50pt + start roulette Roulette, 3x mushroom: 500pt Roulette, 3x fireflower: 1000pt Roulette, 3x starman: 2000pt Through pipe: 200pt 10 bouncer: 10pt 50 bouncer: 50pt 100 bouncer: 100pt Hit Bowser: 100pt + decrement counter When a ball goes into the green pipe, I think it can come out on either side. But this isn't confirmed. All that being said, opponents can help out by decrementing bowser's counter so one side gets extra balls over and over. I'm not going to TAS this minigame because there is very little precision involved. Only a lot of trial and error and with the extra balls, that's something I would rather stay away from. Also the roulette RNG is not consistently manipulable. -------- EDIT: Will Flower 5"13 (2F faster than previous record 5"16) is possible with pause trick. This seems to be the best score possible within the game's limits.
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Fog wrote:
MUGG wrote:
I started recording frames while in a screen transition (white screen) and the avi was messed up. Every 4th frame or so, the frame was messed up. I'm thinking the frames that have been messed up are lag frames (where screen doesn't update). And the point I started recording - the screen transition - is where the game also doesn't update screen. Needs looking into, maybe.
XviD? Are you using a video editor to combine the audio and video?
I dumped with the lossy codec and opened the avi in virtualdub (with or without avisynth's avisource). It also appeared when viewing the avi in vlc player. It's not a problem related to audio or compression. It was a problem related to dumping frames in the first place. Edit: Does not seem to be related to starting recording during screen transition. At least I can't reproduce it anymore... So it was a one-time thing.
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I started recording frames while in a screen transition (white screen) and the avi was messed up. Every 4th frame or so, the frame was messed up. I'm thinking the frames that have been messed up are lag frames (where screen doesn't update). And the point I started recording - the screen transition - is where the game also doesn't update screen. Needs looking into, maybe.
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I started a DTM after power-on. Then realized it's savestate-anchored. So I went ahead and started TAS work off it. Played it back and it worked. Then worked on something else, rebooted computer inbetween, then loaded state from that savestate-anchored movie and continued. Then tried to play back and it played from power-on instead of savestate. Also it seems that the movie ends way before the framecount indicates it should. Luckily it was TAS work I wasn't going to keep anyway. Not sure where I went wrong.
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Paused wrote:
considering you have strat without mini games; worth switching difficulty from easy to hard? [...] nothing kills my hype than seeing 'easy' on the tally screen.
I edited my DTM and it syncs until midway into Toy Dream. So I will look into redoing the remaining part so the run can use Hard difficulty.
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I tried to edit my DTM. ABAB presses showed up as Right Down Right Down... But I managed to do my edit regardless.
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Editor, Experienced Forum User, Published Author, Expert player (2315)
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Some more info, for future reference and if others want to use it: When manipulating (double or triple) dice rolls, you get different RNG by waiting before minibowsers' dice appear, e.g. at a dialogue box or at an intersection. If you wait 1 frame at an intersection and pause for 1 frame at minibowsers' dice roll, you get a different scenario than if you waited 2 frames on either of the two occasions. Due to the game's odd lag frame behavior, you can save time by wasting time beforehand (but you're going to be busy manipulating luck so it isn't a high priority). Waiting at a dialogue box for 1 frame can cause you to reach an upcoming dialogue box ~5 frames sooner, in extreme cases. Also, holding down input keys can cause the game to lag differently, causing RNG to be different or causing time winnings/losses (but again, this is rather negligible but still something worth noting). Lastly, I just realized something interesting. I think dice numbers don't repeat themselves. So you can abuse this when manipulating triple dice rolls and give yourself better odds at getting the perfect roll by pausing right before the final dice numbers appear. The numbers right before the final numbers have to be ones that aren't the ones you are looking for. E.g. if you want 1-5-10, then the numbers before that should be "not 1"-"not 5"-"not 10". This means you actually have a 9^3 chance = 729. The perfect dice roll should appear within 729 frames of trying. (But that's considered very slow by now. You want to do what I described above - do some waiting before pausing at the minibowsers' dice roll in order to get different RNG scenarios. It is possible to get any triple dice roll within 100 delay frames, if not even faster.)
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Please stop making me feel bad about my difficulty choice :/ The only time difficulty matters is in the minigames - and it isn't going to be noticeable anyway - and in the final minigame Frightmare where it basicly gives more Mechabowsers to kill. I argue that it makes Frightmare unnecessarily longer. The RTA community uses Easy as well and I want to stay consistent with them. Frightmare difficulty differences Mechabowsers: There are 20 on Easy. 30 on Hard. Fire rings: The movement starts to differ at the 15 second mark, but you still have to wait 30 seconds anyway. Bowser: Pretty much the same. Hard Bowser might move a little faster, but not confirmed. Final Bowser: Easy Bowser has been seen throwing 4 orbs whereas Hard Bowser only gives 3, though. He has 5 health in both difficulties.
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Tested in Virtualbox. Hourglass-R keeps warning me that the selected .hgr is empty and thus playback is not possible. This happens when opening Hourglass-R (the message sometimes appears twice in a row) and when selecting a .hgr, even if it doesn't exist yet. Sometimes the message appears only if you select a .hgr and then select it again. I think it should give me the message only when attempting to play back. ___ With default settings, I cannot get my games to run. It pretty much looks like what I've been getting with the regular old Hourglass. Reproduction Man runs but the framecounter stays at 0 / 0. Tyler doesn't open at all until the message "the game controlling thread is taking longer than expected" pops up, framecounter also stays at 0 / 0. I don't know if this is because of Hourglass and Hourglass-R failing to run those games, or because of Virtualbox being incompatible, or because DirectX was not available in Virtualbox, or ... ___ If anyone wants to help out, feel free to try running my games of interest in VMWare or on an actual host Windows XP and see if they work.
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Somehow, in WIP2 at an intersection, a Minibowser wanted to go a different path so I had to pause to manipulate him. That's what led me to believe they can choose either way. But in Toy Dream, they always want to go the shortest path towards me... I don't understand the mechanism behind that. Also, turns out minibowsers can fail at Spiny roulette and steal cash from themselves. Not useful though. Toy Dream turns out difficult to plan and manipulate. I basicly tested ~400 possible board layouts by now and finally found 1 that could be used. (Testing should be done now. All other DK placements require me to use a switch-places field effect, wasting time. And it doesn't seem possible to win in 2 turns.) [img 865x392]http://i.imgur.com/iI4qCz3.png[/img] Edit: Turn 1, waiting at the intersection 0~300 VI didn't yield the 2 7 6 dice roll.
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Yes I will probably use the same strat for all maps. But the map layout was very convenient in Future Dream and upcoming maps will require that I use slightly different strats.
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What game are you interested in running? Are you new to TASing in general, or just to Bizhawk?
Post subject: vid is up in 50 mins
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I managed to do what I described in my previous post, and even managed to do it much faster than I expected. 2626 VI saved (VI count is at 22421 after fading to black after Dream Clear). Somehow, this translates to 34 seconds time save over the previous WIP! 30 VI are used* to manipulate minibowser starting points. 34 VI are used** to manipulate piranha plant on red field. Other than that, I don't know how many VI I used elsewhere, but it is like 5 here and 5 there to manipulate my die and a hammerbro capsule. And about 1~2 sec are sacrificed*** for the triple minibowser dice rolls, respectively. VI count is at 16078 when the 6 6 6 numbers are visible on the minibowsers' dice. ___ * when Misstar talks to Toad before the map spawns. ** when minibowsers' final dialogue box opens, before the 1st turn *** at capsule machine dialogue, and by opening pause screen Link to video
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The linked video has the comment that I copy-pasted in my previous post.
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phoenix1291 wrote:
Since this change of codec, for me, the sound is out of sync with the video (Wii and Game Cube). Whereas before it was not. Do others have this problem again? Edit: Cut the extra part of the sound file at the beginning of it seems to work
The first Mario Party 5 WIP video I made was fine. The second one had audio desync and I fixed it by delaying audio by -0.3 seconds. Both videos used the lossy codec.
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Too Much Damage Warning!: Performing this act may corrupt your game's save files. The game wasn't designed for 10,000 or more damage to be dealt to an enemy. If the player does this, as soon as the damage is dealt, the game will crash. The player must reset the game but however, after doing the glitch, it may bring corruption signs, such as lagging, glitching, and freezing or crashing. The game will be even more corrupted the more times the glitch is performed until it gets unplayable. In some PAL releases the glitch should have been fixed, but it can still be accomplished normally.
credit goes to mariowiki and Daviljoe193
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To be precise, I keep getting explorer.exe and com suggorate crashes when moving/attempting to open that ffv1 avi dump. It could be because I edited registry today to remove malware.. Edit: or - as this page says - the cause is a flaky video codec
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It seems virtualdub (with and without avisynth's avisource()) refuse to open FFV1 avi dumps. So I'm stuck using the supposedly lossy alternative. On the other hand, it doesn't look that lossy to me. Looks good enough for youtube.
Post subject: added new vid, should be up in 60 min
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I managed to save 1143 VI over my WIP. I'm not sure how many seconds that is but comparing video time stamps tells me that I saved 10 seconds. (VI count is at 25047 when faded to black after Dream Clear) Improvements: - I collect a hammerbro capsule and throw it on a red field, and have the 2 minibowsers land on it to finish them, instead of playing the 2nd minigame. - Manipulating the 10&6 dice roll was accomplished much faster (about 3+ sec faster pause screen). - The "Pound Peril" minigame was finished much faster. In my currently uploaded WIP, the minibowser activated a trap which caused the minigame to prolong. But I prevent that from happening now. Link to video It is probably possible to improve the TAS by avoiding the 1st minigame also. But manipulating 3 minibowsers to land on the same field, twice, is much more tedious to manipulate than 2 minibowsers already was. 10^3 = 1000, so the perfect dice roll might occur once every 16.6 seconds or so. So if you make it happen after a 8 sec pause screen or so, it could be called optimal, imo. I'm not sure if I want to do that strategy though. It would also require me to manipulate a different setup for the map (minibowsers and field effects need to be in different places). But if pulled off, it would means another possible 10~20 sec time save.
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Does Super and Ultra hammer boost your power, and if so how much?
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What was the purpose of no longer allowing the user to select the codec?